Salt & Steel: Accessibility
Document type: Design Specification — UI/UX
Status: Draft
Last updated: 2026-04
See also: HUD Design | Inventory and Stash | Skill Atlas Interface | Nautical Chart Interface | Visual & Audio Direction
Design Philosophy
Accessibility is not a feature. It is a baseline standard that the game meets before it ships.
This is a philosophical statement with practical consequences: accessibility features are designed in from the beginning, not patched in after launch in response to community requests. A colorblind captain should not have to wait two years for color-shape redundancy to be added. A player with hand tremor should not have to rely on community-built workarounds for an assistive control scheme. A deaf player should not miss critical gameplay information because audio was the only channel carrying it.
Salt & Steel aims to exceed the standard set by the ARPG genre — which is not a high bar. Path of Exile's accessibility is inconsistent, community-compensated, and reactive rather than designed. We will design it.
The foundational commitment: No critical game information is communicated through a single channel. Every piece of information a player needs to make a meaningful decision is available through at least two independent channels (visual + audio, color + shape, etc.). This principle, applied consistently, addresses the majority of sensory accessibility needs without requiring special modes.
The design standard: We reference the Web Content Accessibility Guidelines (WCAG) 2.1 AA as our baseline for visual and text contrast, and the Game Accessibility Guidelines for game-specific accessibility standards. We aim to meet or exceed these baselines, with specific departures documented and justified.
Colorblind Modes
Approximately 8% of male players and 0.5% of female players have some form of color vision deficiency. In a game of Salt & Steel's expected scale, this represents hundreds of thousands of players for whom color-primary UI design creates genuine friction or barrier.
The Three Main Modes
Salt & Steel provides three distinct colorblind simulation modes, accessible from the Accessibility section of Settings:
Protanopia Mode (red-green deficiency, red reduced):
- Replaces red/pink UI elements with orange-yellow or bright gold.
- HP bar crisis color shifts from red to a deep orange-amber.
- Modifier colors: prefix (default: gold) shifts to a lighter warm yellow; suffix (default: blue-grey) remains distinguishable.
- Enemy health bar color: shifts from red to a orange-amber gradient.
Deuteranopia Mode (red-green deficiency, green reduced):
- Replaces green UI elements with blue or purple.
- Heal-over-time indicators shift from green to bright teal.
- Crew morale "good" state shifts from green to sky blue.
- Chart node "completion" markers shift from green accents to blue-white.
Tritanopia Mode (blue-yellow deficiency):
- Replaces blue/yellow elements with distinctive alternatives.
- FP (Fatigue) lantern gauge shifts from amber to magenta-purple.
- Sea depth tier colors for Nautical Chart shift to a contrast-optimized palette (purple gradient instead of blue gradient for deep tiers).
- Buff and debuff indicators shift to avoid blue/yellow distinction requirements.
Colorblind Mode Design Principles
All three colorblind modes follow these principles:
Shape and icon information is never removed: When a color shift occurs, the underlying shape, icon, and pattern information is preserved. Colorblind modes do not add accessibility through color substitution alone — they are a supplement to the primary design principle that shape/icon always carries the same information as color.
Testing against simulation: Every UI element is tested using colorblind simulation software (e.g., Coblis or equivalent) for all three modes before shipping. Elements that fail simulation testing are redesigned, not mode-patched.
In-game simulation: The Settings accessibility panel provides a live preview of all UI elements in the selected colorblind mode — the player sees exactly what each mode will look like on their actual UI before committing.
No "combined" mode: Players are not asked to guess which mode they have. A brief in-game colorblind test (a simple Ishihara-style plate test, presented as a navigator's "color chart test" in-world) can be initiated from the accessibility panel to suggest which mode best matches the player's vision profile.
Critical Color Information: Redundancy Table
Every critical color-coded piece of information and its non-color backup:
| Information | Primary Color | Shape/Icon Backup | Animation Backup | Audio Backup |
|---|---|---|---|---|
| HP crisis | Red/crimson | Dial needle position (peripheral-readable) | Slow pulse animation | Low warning bell |
| FP depleted | Amber-dimming | Flame flicker/extinguish animation | Sputter animation | Sputter sound |
| Skill on cooldown | Dimmed | Compass-needle sweep | — | Click when ready |
| Skill unavailable (FP) | Grey | Ember-flicker overlay | — | — |
| Enemy elite modifier | Icon color | Distinct icon silhouette per modifier | — | Unique enemy audio stinger |
| Item rarity | Border color | Border weight + frame style | — | Drop sound pitch |
| Stash tab types | Tab color | Tab icon | — | — |
| Fleet Doctrine passive tiers | Color gradient | Pip count (●●●○○) | — | — |
| Chart tier difficulty | Water depth color | Wave-density icon | — | — |
| Modifier prefix/suffix | Gold/blue text | P/S badge icon | — | — |
| Cursed item | Crimson frame | Skull badge | Pulsing aura | — |
UI Scaling Options
UI scale is not a single global setting. Salt & Steel provides granular control because different players have different needs in different areas of the interface.
Global Scale
A master scale slider (range: 70% – 200%) affects all UI elements proportionally. This is the first setting to try for players with visual or motor accessibility needs. At 200% scale on a 1080p display, the UI occupies more screen space but every element is significantly larger and clearer.
Warning system: At scale settings above 150%, the game displays a note that some interface elements may overlap at certain screen resolutions, and suggests adjusting screen resolution or element positioning in the HUD editor.
Per-Element Scale Groups
Fine-grained control is available for:
- Combat HUD elements: HP, FP, skill bar, defense indicators independently
- Minimap: Scale from 50% to 200% of default
- Enemy health bars: Scale and opacity independently
- Item tooltips: Font size for item names, stat text, and lore text independently
- Skill Atlas and Chart text: Minimum readable zoom level adjustable (higher setting means more text is visible at full overview zoom)
- Chat window: Font size, opacity, and height independently
All scale settings are saved per-profile, not per-character, so a player's accessibility configuration persists across new characters and Voyages.
Resolution Independence
All UI elements are rendered as vector-scaled or high-resolution assets, not bitmaps. This means UI scaling does not produce pixelation artifacts — text and icons remain sharp at all supported scale levels. Salt & Steel commits to this as a technical requirement, not an optional optimization.
Font Size Controls
Default Font Hierarchy
| Context | Default Size (at 1080p, 100% scale) | Minimum Accessible |
|---|---|---|
| Item names in tooltip | 18px | 14px (compressed) |
| Item stat text | 14px | 12px |
| Item lore text | 13px italic | 11px |
| Skill Atlas node names | 14px (at reading zoom) | 12px |
| Chat text | 13px | 11px |
| HUD numerical readouts | 16px | 13px |
| Enemy name labels | 14px | 11px |
| Quest tracker text | 14px | 12px |
| Port notice board text | 14px | 12px |
Font Selection
The default UI font is a serifed maritime typeface designed for readability at small sizes while maintaining a period-appropriate character. A high-legibility alternative font (a clean sans-serif with generous letter-spacing and x-height) is available in accessibility settings. The alternative font is called "Navigator's Clear Hand" in-game, framed as a stylistic choice rather than an accessibility mode.
A dyslexia-friendly font option (based on OpenDyslexic design principles — weighted bottoms, distinct letter shapes, generous spacing) is available as a third option. This is presented directly in the font selection menu alongside the other options, not hidden in an "accessibility" sub-menu — the intent is to normalize it.
Independent control: Body font selection does not affect the decorative fonts used for chapter titles, Voyage names, or NPC dialogue headers. Those decorative elements remain period-appropriate regardless of body font choice.
Audio Cues for Visual Indicators
Audio is a parallel information channel, not a fallback. Every significant game state has audio design. This section specifies the audio accessibility design — what cues exist, what they replace when visual information is difficult to read, and how they are controlled.
Critical State Audio Design
HP Crisis (below 30% HP):
- Audio: A slow tolling bell — the ship's bell rung for danger. Rhythm matches the crisis severity (faster pulse at 15% than at 30%).
- Separate volume slider: "Combat Alerts" — allows players to set these critical cues independently from ambient sound and music.
- Non-interruptible: This audio cue cannot be muted by music volume (the music volume control reduces music, not combat alerts).
FP Depleted:
- Audio: The guttering sound of a lantern going out — a brief sputter followed by silence where the flame was.
- Additional cue when FP is low (25%): A faint crackling, like a fire struggling.
Defense on Cooldown / Disabled:
- Cooldown: A brief metallic settling sound when a defense is placed on cooldown.
- Disabled by debuff: A heavy chain-rattle sound. Distinct and alarming.
- Defense restored: A brief ring of steel or wood snap to indicate the defense is available again.
Broadside Ready:
- Audio: The sequence of loading sounds resolves into a distinct "ready" bell — a clear, resonant single strike that cuts through combat audio.
Crew Member Death:
- Audio: A brief break in the ambient crew sounds. Then a single distant ship's bell toll. This is Audio Design as World Truth — the silence of a missing voice, then the mourning signal.
Item Drop Sounds: Each rarity tier has a distinct drop sound:
- Common: A dull thud (something hitting the deck)
- Uncommon: A metallic ring
- Rare: A resonant metallic chord
- Unique/Legendary: A distinctive multi-tone sequence audible at distance
Drop sounds are organized by category in the Settings audio panel, allowing players to boost or mute specific rarity tiers. Players who want to hear every common drop can. Players who want audio only for rare+ items can configure that.
Subtitle System
Subtitle coverage:
- All voiced dialogue (NPC conversations, quest dialogue, crew voice lines)
- All captain voice lines (if captain voice is set to audible)
- Named enemy telegraphed ability audio cues: "A giant squid spreads its arms [AMBUSH INCOMING]"
- Boss phase transition announcements: "[The Cursed Admiral rises - PHASE 2]"
- Environmental audio events with gameplay significance: "[Thunder - Visibility reducing]"
Subtitle design: Subtitles appear in a floating panel (default: bottom-center of screen) with a semi-transparent background behind text for legibility in all environments. The panel can be repositioned anywhere on screen. Font size is independently adjustable. Speaker names are displayed in a distinct color before the text.
Caption system (separate from subtitles): An extended caption mode shows non-speech audio events that carry game information: "[Cannon fire — enemy ship, port side]," "[Flooding sounds — below-waterline damage]," "[Heartbeat — HP critical]." This is distinct from subtitles and can be enabled independently. The caption panel is separate from the subtitle panel and can be positioned separately.
Audio Settings Panel
The audio accessibility controls are grouped in a dedicated "Audio Accessibility" section separate from the main volume controls:
- Critical Alert Volume: Independent slider for all priority audio cues (HP crisis, defense down, broadside ready). Can be set to 0 (if the player has hearing impairment and prefers to rely on visual information) to 200% (boosted above normal volume).
- Drop Alert Volume: Volume for item pickup sounds by rarity tier.
- Crew Voice Volume: Captain and crew dialogue volume, independent from ambient crowd sounds.
- Stereo / Mono toggle: Option to mix all audio to mono. Essential for players with single-sided hearing loss.
- Visual Audio Indicators: When enabled, critical audio cues also generate a brief visual flash indicator at a configurable screen position. A player who cannot hear the HP crisis bell gets a visible flash at the edge of the screen. Each audio cue type has its own indicator color/shape (always distinguishable by shape, not just color).
Controller Support: Full Gamepad Mapping
Salt & Steel is designed with full controller support from launch, not ported to controller as an afterthought. The combat systems (active defense, skill timing, stance switching) are all designed to be fully playable with a gamepad.
Default Gamepad Layout (Standard Controller)
Left Stick: Character movement (on foot) / Ship steering (naval)
Right Stick: Camera control
Left Trigger (hold): Defense modifier — hold to trigger active defense on button press
Right Trigger: Primary attack / Main action
Left Bumper: Toggle between skill sets (pages)
Right Bumper: Consumable use (cycle through consumables, then Right Trigger to use)
Face Buttons (ABXY / Cross-Square-Triangle-Circle):
- South (A / Cross): Active skill 1 / Confirm
- East (B / Circle): Active skill 2 / Cancel / Dodge
- West (X / Square): Active skill 3 / Interact
- North (Y / Triangle): Active skill 4 / Jump
D-Pad: - Up: Crew ability 1
- Down: Crew ability 2
- Left: Crew ability 3
- Right: Crew ability 4 / Toggle stance
Start / Options: Pause / Main menu
Select / Share: Minimap toggle / Full chart view
L3 (left stick click): Sprint / Ship speed boost
R3 (right stick click): Lock-on target / Center camera
Naval Combat additions: The basic navigation is identical. Right Trigger fires selected broadside. D-pad left/right selects port/starboard targeting. A dedicated radial menu (hold left bumper) opens the special ability bar.
Radial Menus for Controller
Skill selection on controller uses a radial menu approach — holding the skill modifier button opens a radial of 8 skills, accessible by analog stick direction. This is more controller-appropriate than scrolling through a linear skill bar. The radial menu design:
- Appears as a compass-rose shape (thematically appropriate)
- Each direction shows the skill icon and name
- A brief hold or releasing stick in a direction selects the skill
- Supports snapping to nearest direction (for players with imprecise stick control)
The radial menu also applies to consumable selection, crew ability shortcut, and broadside target type selection.
Lock-On System
For players using controllers, a lock-on system is available (toggle: R3). When locked on:
- Camera tracks the locked target
- Active defense inputs orient relative to the locked enemy
- Dodge direction defaults to strafing relative to the locked target
Lock-on is optional — skilled controller players may prefer free camera. But for players with motor accessibility needs or those who find tracking a mobile enemy difficult, lock-on significantly reduces the simultaneous demands on the player.
Key Rebinding
All keyboard inputs and all gamepad inputs are fully rebindable. There are no hardcoded unrebindable keys except the system-level keys (Alt+F4, OS shortcuts).
Rebinding Interface
The key rebinding interface is accessed from Settings → Controls. It presents the complete list of game functions organized by category:
- Movement
- Combat — On Foot
- Combat — Naval
- Defense
- Skills (numbered)
- Consumables
- Crew Abilities
- Interface Navigation
- Chat and Social
- Accessibility Shortcuts
Each function shows its current binding (keyboard key + optional modifiers, or gamepad button). Clicking the current binding opens a "Press new key" prompt. The prompt shows any conflicts with existing bindings: "This key is currently bound to [function]. Swap bindings or cancel?"
Multi-key modifier support: Functions can be bound to key combinations (Shift+Q, Ctrl+1, etc.) without limitation.
Profile system: Up to 5 complete rebinding profiles can be saved. Players with changing accessibility needs (hand tremor varying by day, or playing sometimes with and without controller) can save different configurations and switch between them from the quick settings panel without re-entering the full settings menu.
Gamepad rebinding: The same interface handles gamepad button rebinding. Analog trigger sensitivity is configurable per trigger (for players with limited grip strength who may have difficulty pressing triggers fully).
Combat Assist Options
These options reduce the simultaneous demands of active combat without removing the depth from the game. They are presented as "Captain's Preferences" rather than "Easy Mode" — framing matters, and players should not feel judged for using assists.
Auto-Target Nearest
When enabled, the captain's basic attacks and a specified number of active skills automatically orient toward the nearest enemy within range. The player still activates skills; the targeting decision is handled automatically.
Options:
- Off (default): Full manual targeting
- Nearest Enemy: Targets the closest enemy
- Lowest HP: Targets the most wounded enemy
- Highest Threat: Targets enemies flagged as high-priority (bosses, casters) first
This assist particularly benefits players with hand tremor, difficulty tracking fast-moving enemies, or those who prefer to focus cognitive load on defense and skill timing rather than targeting.
Simplified Active Defense Mode
Full active defense (choosing between Dodge, Parry, and Block in real-time) is Salt & Steel's core tactical layer. It is also the highest simultaneous-demand element of combat. Simplified Active Defense Mode reduces this demand:
Mode options:
Auto-Select Defense: The game automatically selects the statistically optimal defense for each incoming attack based on the character's current defense scores. The player confirms with a single button press (or can allow it to auto-resolve). This preserves the resource cost and timing challenge of defense (the player still needs to press the defense button at the right moment) without the tactical selection layer.
Single Defense Mode: The player designates one defense type as their primary (Dodge, Parry, or Block). All incoming attacks are defended with that type, with automatic selection only when that defense is on cooldown. This simplifies the control scheme to "press defense button at right time" without the type-selection layer.
Timed Window Assist: The active defense timing window (the window in which a defense input is valid) is widened by a configurable percentage (up to 50% wider). This assists players who have difficulty with precise timing without fundamentally changing the defense mechanic.
None of these options change the statistical outcomes of defense success — the character's defense ratings still apply. They only reduce the real-time decision-making or timing precision demands.
Combat Pause (Accessibility)
An optional Tactical Pause mode, configurable in accessibility settings, allows the player to pause combat momentarily (spacebar, or a dedicated controller button) to make skill/defense decisions without real-time pressure. While paused, the game world freezes (in single-player exploration) or slows to 10% speed (in multiplayer-area contexts, for courtesy to other players). The player can issue their next action input while paused; the action executes when the pause ends.
This is not a "planning mode" that bypasses the combat system — it is a timing assist. The same combat rules apply; the player just has more time to think. For players with cognitive processing differences, anxiety, or those re-learning the system after a break, Tactical Pause can make the difference between engaging with the combat depth and being overwhelmed by it.
Naval Combat Assists
Naval combat has its own assist options:
Wind Direction Assist: An on-screen overlay clearly marks the optimal wind positions (green zone) and dangerous positions (red zone) around the ship at all times, supplementing the compass rose indicator with a more prominent directional guide.
Auto-Reload Broadside: When enabled, the crew automatically reloads and prepares the next broadside without player input on the broadside-ready command. The player still targets and fires; crew management of reload is automated.
Collision Warning: An audio and visual warning when the ship is on a collision course with terrain, another ship, or a hazard. A red zone appears on the affected side of the ship silhouette in the HUD. This assists players who have difficulty tracking the ship's movement while managing combat.
Screen Reader Compatibility
Salt & Steel's menus are designed to be compatible with screen readers through a dedicated accessibility rendering system.
Implementation
All interactive menu elements (buttons, sliders, lists, toggle switches) expose their state and label as accessible text to the operating system's accessibility API. This allows standard screen readers (NVDA, JAWS on Windows; VoiceOver on Mac) to announce menu element names and states.
Coverage:
- All Settings menus: Full screen reader support
- Main menu and character selection: Full support
- Stash and inventory (non-combat): Full support, with item names and properties announced on selection
- Port social menus (notice board, crew management): Full support
- The Skill Atlas and Nautical Chart: Navigable by keyboard with screen reader description of selected nodes
- In-combat HUD: Limited support (resource values readable, active skill names readable, but real-time dynamic information not announced continuously — continuous announcement during combat would be counterproductive)
Keyboard Navigation for Menus
All menus are navigable with keyboard alone, following standard keyboard navigation conventions:
- Tab / Shift+Tab: Move between interactive elements
- Arrow keys: Navigate within lists and grids
- Enter: Confirm / Activate
- Escape: Cancel / Back
- Spacebar: Toggle checkboxes and select radio buttons
The Skill Atlas and Nautical Chart have a dedicated keyboard navigation cursor that moves node by node, announcing the selected node's name and full tooltip text to the screen reader.
Reduced Motion Option
Salt & Steel's visual design makes extensive use of animation and particle effects. For players with vestibular disorders, photosensitive epilepsy, or motion sensitivity, the Reduced Motion setting modifies or removes animations that may cause discomfort.
What Reduced Motion Affects
When Reduced Motion is enabled:
Disabled animations:
- Screen shake effects (cannon impacts, explosions, being hit)
- Fast-scrolling or panning camera movements during cutscenes (replaced with cuts)
- Whirlpool or current visual distortion effects in the water
- The spinning compass needle search animation in the Skill Atlas (replaced with a direct highlight)
- The ink-flowing allocation animation in the Skill Atlas (replaced with an instant ink-pop transition)
Reduced animations:
- Particle effects (reduced density — same effect type, fewer particles)
- Weather visual effects (rain and lightning are visible but less intensive)
- Combat skill VFX (retained for gameplay clarity but at reduced motion intensity)
- HUD animation (pulsing effects slow to 50% of default rate; the HP dial's crisis pulse is a steady glow rather than a pulsing animation)
Preserved animations:
- Enemy attack telegraphs (these carry critical gameplay information and cannot be fully removed; they can be replaced with static highlights under a "High-Contrast Telegraphs" setting)
- Skill cooldown indicators (the compass sweep on the skill bar; this is timing-critical information)
- Item drop effects (reduced, but not eliminated — item pickup is gameplay-critical)
Photosensitivity Warning and Settings
Before first launch, Salt & Steel displays a photosensitivity warning and offers to configure Reduced Motion immediately. This warning is not buried in the settings — it appears at first game launch, before any visually intensive content is shown.
A dedicated Photosensitivity setting (separate from Reduced Motion) specifically targets flash and strobe effects:
- Lightning skill effects: Replaced with a sustained glow rather than a rapid flash
- Explosion VFX: White flash suppressed; fireball/smoke preserved
- Death effects: Sustained dissolve rather than flash-out
- Critical hit indicators: Remove flash, retain audio and icon indication
First-Time Player Accessibility Setup
During initial game launch and character creation, Salt & Steel presents an Accessibility Quick Setup — a brief, approachable wizard that surfaces the most commonly needed accessibility settings before the player enters the game.
Quick Setup Flow
The wizard is presented as the captain's "Ship's Articles" — a traditional pirate document that all crew sign, adapted here as the player's personal preferences for how they want to play:
Step 1 — Vision:
"Do you have any color vision considerations?" with four options: No adjustment needed / Reds appear similar to greens (Deuteranopia) / Reds appear similar to greens and browns (Protanopia) / Blues appear similar to yellows (Tritanopia) / I'd like to take the color chart test.
Step 2 — Text:
"How do you prefer your text?" with a live preview showing the current font and size. Slider for size. Font selection (Default / Navigator's Clear Hand / Dyslexia-friendly). The preview shows actual game UI text so the player knows what they're selecting.
Step 3 — Audio:
"How do you prefer audio?" — Stereo / Mono toggle. Subtitle on/off. Caption on/off.
Step 4 — Controls:
"How do you prefer to play?" — Keyboard & Mouse / Controller / Both (auto-switch). If controller selected, immediately prompts to confirm gamepad is connected and detected.
Step 5 — Motion:
"How sensitive are you to screen motion?" — No adjustment / Some adjustment (reduced screen shake) / Significant adjustment (full Reduced Motion). Brief description of what each affects.
The wizard is completable in under two minutes. All settings are fully revisitable in the accessibility section of Settings at any time. The wizard can be re-run from Settings.
Framing: The wizard is presented as standard new-player setup, not as a "do you need help?" interrogation. The language is neutral and practical. No option is described as "for players with disabilities" — they are described as player preferences. This normalization matters.
Ongoing Accessibility Commitments
Accessibility is not a shipping checklist. It is an ongoing development practice. Salt & Steel makes the following commitments:
Accessibility review in every major update: Any update that adds new UI elements, visual effects, audio cues, or control schemes includes an accessibility review against the standards in this document before shipping.
Community feedback process: A dedicated accessibility feedback channel in the official community spaces (Discord, forum) is monitored by a team member whose scope includes accessibility. Accessibility reports are triaged and addressed on a documented timeline — not indefinitely deprioritized.
Accessibility patch notes: Every patch note that includes an accessibility-relevant change (not just bug fixes, but any change to visual design, audio, or control) calls out the accessibility impact explicitly. Players with access needs deserve to know what changed.
Third-party accessibility audit: Before launch (and at major expansion releases), Salt & Steel undergoes a third-party accessibility audit by a recognized games accessibility organization (e.g., AbleGamers, SpecialEffect, Game Accessibility Nexus). Audit findings are published publicly along with the response and remediation timeline.
Community tools support: Where community accessibility tools (analogous to PoE's colorblind community tools) emerge, Salt & Steel engages with their authors, learns from what they're solving, and ideally integrates those solutions into the official client within a reasonable timeframe. Community accessibility innovation should not be necessary to compensate for official shortcomings — but when it occurs, it should be acknowledged and incorporated.
Accessibility Testing Methodology
Every UI system in Salt & Steel must pass the following tests before shipping:
Colorblind simulation: All visual states tested through Coblis colorblind simulator for all three colorblind mode types. Any state that is ambiguous under simulation is redesigned.
No-color test: Can all critical information be understood if the display is forced to pure greyscale? (This tests shape/icon redundancy more rigorously than colorblind simulation.)
No-audio test: Can the game be played without any audio output? What information is lost? Is that information available through visual channels? Any critical-only-audio information is redesigned.
Screen reader test: All menus must navigate correctly with NVDA (Windows). All interactive elements must announce correctly.
Controller-only test: All game content must be completable with a standard controller using only the default gamepad layout.
Large text test: At 200% UI scale, does any text overlap in ways that make it unreadable? Is any information cut off?
One-hand playability review: Which game functions can be operated with one hand? What build configurations or assist settings make the game most accessible for players with significant motor limitations? This review identifies gaps for future improvement rather than guaranteeing full one-hand playability.
Reduced motion verification: With Reduced Motion and Photosensitivity both enabled, is all gameplay information still fully accessible? Is any critical game state communicated only through suppressed animations?
See also:
HUD Design — HUD elements and their built-in accessibility considerations
Inventory and Stash — item tooltip accessibility
Skill Atlas Interface — Atlas accessibility modes
Nautical Chart Interface — Chart accessibility modes
Visual & Audio Direction — the base visual and audio design that accessibility settings modify